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About Me

I would like the scope zoom to be more realistic and resemble that of a game such as Insurgency: Sandstorm. Right now, the game scopes zoom in a manner akin to other first person shooters (i.e. zooming in the entire camera). I would like only the area within the scope to be zoomed in.

DESCRIPTION OF BUG:
G36 has no audible feedback for when the player changes its fire mode.
GAME BUILD ID:
3522234
STEPS TO REPRODUCE:
1. Equip a G36 in customization (with any combination of weapons, gadgets, grenades, loadouts and armor)
2. While in a game, press "N" (default to change the fire rate)
3. Fire rate changes, but no audible feedback is "N" is pressed.

DESCRIPTION OF BUG (required: if the possible provide screenshots or video):
Here is a video of two bugs I have found while playing PTE: the tracer rounds that are normally visible on any weapon (even with a suppressor attached) are invisible with the MSBS-B and the Kemper red dot sight. The other bug is that the game increases brightness randomly, which is generally more likely to occur when aiming down the sight at a brighter area than the player is standing at.
GAME BUILD ID (required: please go to the game's properties on Steam and find it under the local files tab at the bottom):
3522234
STEPS TO REPRODUCE (required):
1 (Sight bug only). Equip the MSBS-B with the QD Suppressor, Juno grip and the Kemper red dot sight.
2. Enter any match/game.
3 (Sight bug only). When aiming down the MSBS-B, aim down the sight. A tracer round should normally be visible with a different sight, but it is not in this case.
4 (Graphics bug only). Random brightness bug is more likely to occur when the player is aiming down the sight towards a brighter area than where they are standing at. It can still happen otherwise.
Edit: I've also noticed this with the VEPR AR, the same suppresor, the same sight, the C-More sight and a different foregrip. Is the lack of visible tracer rounds deliberate or a bug? Testing a gun without a suppressor and the C-More sights (UKM) also lacks tracer rounds, but somehow the DMG and Tochnost still has them.

Copied from the non-PTE section as this is also still present in the PTE.
DESCRIPTION OF BUG:
G36 has no audible feedback for when the player changes its fire mode.
GAME BUILD ID:
3522234
STEPS TO REPRODUCE:
1. Equip a G36 in customization (with any combination of weapons, gadgets, grenades, loadouts and armor)
2. While in a game, press "N" (default to change the fire rate)
3. Fire rate changes, but no audible feedback is "N" is pressed.

I would prefer to use the handguns more if the soft cap did not exist or were reworked. Right now, I find myself clicking quite quickly, and the gun doesn't fire half the time. I can fix this by clicking at a slower rate, at about the same rate as the handguns' fire rate, but I do not wish to be limited to that. The three handguns that are offered right now have too slow a fire rate in my opinion to be useful for almost any situation. I would like to make further use of it especially now that in the PTE, suppressors can be added to them. I would like the handguns to fire like how the rifles and SMGS can be fired in semi-automatic mode.
Alternatively, I would like to see handguns that have different calibers, such as .45ACP, and .40S&W/10mm auto. I do not yet wish to see revolvers and other high-caliber pistols being used in this game even though they may be better for more offensive purposes, as a result of their higher damage output.
Edit: since the PTE update, I think this already seems to be the case.

Question 1: stats on attachments.
When I choose between different barrels, it shows RECOIL –0.2, or RECOIL –0.05, which, as I assume, means that this attachment reduces recoil (adds a negative value), but when I switch to other attachments, related to weapon handling, (grip, bipod, compensator, flash hider, suppressor) I see RECOIL 0.85, RECOIL 0.9, a positive value. What does it mean? Recoil itself is displayed as positive value on the weapon’s stats, so, negative value on barrels is a mistake of some sort, or positive value on other attachments actually adding recoil, not decreasing it?
Question 2: recoil mechanics.
When you are firing full auto, recoil kicks in, when you stop firing, your sights return to point of aim. Same happens when you tap firing. But, if you tap fire faster than 4 shots\clicks per second, you get the point of aim shifting. Why it happens? Is it intended? If it is intended, then how big is influence of random horizontal recoil (fixed values, left\right is random on each individual shot) on tap firing? (also, point of aim shifting is hell of a pain for pistols, which are already suffering on their own)
Question 3: armor.
What is the point of armor, except, of course, limiting my mobility, if 99% of my deaths, instant deaths, look like this? (highest, critical hits, full damage not mitigated by armor) Armor only covers the small area, limited by its visual representation on post-death screen, and not the whole body? What about hits to the side, to the back?
Question 4: RPG-7.
Basic warhead looks like single-stage HEAT, which should have less splash damage on infantry, but in fact it works no worse that Fragmentation warhead. Is it just balancing issue, or different warheads only differ by their damage, not effect?